IVRE Announces Partnerships with Nokia, Intel, Oxford & Shenandoah Universities
Immersive VR Education (IVRE), the Virtual Reality software and technology group based in Waterford, have today announced the official launch of their online virtual social learning and presentation tool ENGAGE, which provides a platform for creating, sharing and delivering proprietary and third-party VR content for educational and corporate training purposes.
ENGAGE is a powerful virtual reality collaboration and creation tool, allowing educators and corporate trainers to host meetings, classes, private tutorials, training sessions and presentations with people from all over the world, participating in a safe, virtual, multi-user environment.
It is designed to either complement and enhance classroom teaching, or for use in a standalone environment, providing distance learners with access and opportunities to connect level with their fellow students.
Speaking of the launch, David Whelan, CEO & Co-founder of IVRE,
“ENGAGE has been in production for over 2 years – it has gone through rigorous development & testing phases and is now fully functional and ready for use around the globe. We have already partnered with Shenandoah University in the U.S. and Nokia to roll out this platform to students and staff. We are also working with leading professors from Oxford University to provide content on the ENGAGE platform, and Intel are currently promoting ENGAGE throughout the US as part of their Tech Learning Lab initiative which will be touring Europe and the UK in the coming months.
It is our mission as a company to be at the forefront of mainstreaming VR technology in education. ENGAGE is at the cutting edge of this technology’s usage in the education sector. It is uniquely placed to do two things. Firstly, help educators visualise how the technology can positively impact their profession and their ability to influence students’ participation and performance and secondly, become synonymous with the application of the technology, through its platform and content, in the ‘learning space’ which can be applied anywhere – whether it is in an interactive museum, a second level school, a university, or a work setting.”
Initial partnerships with Nokia Corporation and Shenandoah University
Both Nokia Corporation, the multinational telecommunications, information technology, and consumer electronics company, and Shenandoah University, the private liberal arts university located in Winchester, Virginia in the United States, have signed up as partners to use the ENGAGE platform for training and education purposes respectively.
Commenting on these partnerships Mr. Whelan,
“The full release of ENGAGE is a transformational moment in our history and is the result of many years of hard work, cutting edge research and innovation. Being aligned to global leaders like these institutions demonstrates the potential and need for the platform.
People today all over the world say let’s SKYPE when talking about online communications and meetings. In the future we want people to say let’s ENGAGE and enter VR to communicate in a more natural way.”
How to ENGAGE?
There is a free version of ENGAGE available to allow users to download and consume content. The paid version of the platform provides users with additional features for content creation and network capabilities. Students can use a VR headset to participate from wherever they are in the world, or can enjoy the platform through the desktop application.
There are just 3 simple steps to registration and set-up and the IVRE team are there to provide guidance on every step of the way.
Users can share their content on the ENGAGE platform for other users to enjoy.
ENGAGE has a selection of virtual presenter screens that allow users to stream in documents and media from OneDrive, Google Docs and Dropbox. They can stream in PowerPoints, Videos, Audio and a range of different documents using a media playback system. ENGAGE also supports YouTube video playback in 2D, 3D and 360 formats.
Using ENGAGE’s virtual objects and virtual environments library, teachers can create specialised lessons which aim to improve learning retention and class interaction. Live lessons can be recorded, then reviewed and shared privately with others in a virtual classroom or uploaded to the ENGAGE platform for anyone to watch anywhere.
For example, why teach Marine Biology in a classroom when you can treat students to a virtual lesson on the seabed? Imagine how much more powerful the learning experience could be when discussing the challenges of planetary environments from the surface of Mars? Stand with a class of students in the middle of the Masai Mara during the migration season to observe the majesty of nature and the importance of protecting our natural world. It really doesn’t have to be complex to remove the very real challenges of remote learning by bringing students virtually together in an ENGAGE meeting room.
Mr. Whelan spoke of their dedication to transforming the delivery methods of education and corporate training by utilising VR technologies to deliver fully immersive virtual learning experiences,
“Our ENGAGE platform aims to fully immerse the user into their learning experience, in order to increase learning retention and engagement. It will allow people to receive the best education, from the best educators from around the world, all from the comfort of their own home using virtual reality.”